Casio91Fin 31 Posted November 23, 2018 Hello. Would be knowledge and skills. I do CTF multiplayer and AI should have the same equipment as the player. But here's the problem and how to get a functional entity. player gear (CBA_A3 and NIARms all in one) _this = player; _mag1 = selectRandom [7,9,11,13,17,21]; _mag2 = selectRandom [5,7,9,11,13]; removeAllWeapons _this; removeAllAssignedItems _this; removeAllContainers _this; removeGoggles _this; removeHeadgear _this; removeVest _this; removeUniform _this; //Clothing if (side player == east) then { _this addUniform "U_OG_Guerilla1_1"; _this addGoggles "G_Shades_Red"; _this addHeadgear "H_Booniehat_khk"; _this addVest "V_TacVest_camo"; _this addBackpack "B_TacticalPack_rgr"; _this addMagazine "SmokeShellRed"; if ((daytime < 7) or (daytime > 17)) then { _this addItem "NVGoggles_OPFOR"; _this assignItem "NVGoggles_OPFOR"; }; }; if (side player == west) then { _this addUniform "U_BG_Guerilla2_3"; _this addGoggles "G_Shades_Blue"; _this addHeadgear "H_Booniehat_oli"; _this addVest "V_TacVest_camo"; _this addBackpack "B_TacticalPack_rgr"; _this addMagazine "SmokeShellBlue"; if ((daytime < 7) or (daytime > 17)) then { _this addItem "NVGoggles"; _this assignItem "NVGoggles"; }; }; //Items _this addWeapon "ItemMap"; _this addWeapon "ItemCompass"; _this addWeapon "ItemRadio"; _this addWeapon "ItemWatch"; _this addWeapon "ItemGPS"; _this addItem "FirstAidKit"; _this addItem "FirstAidKit"; for "_i" from 1 to 2 do {_this addItemToBackpack "HandGrenade";}; private _weapon1 = selectRandom [ //Assault Rifles "Weapon_hlc_rifle_bcmblackjack", "hlc_rifle_honeybadger", "hlc_rifleACR_SBR_cliffhanger", "hlc_rifle_aek971", "hlc_rifle_ak47", "hlc_rifle_ak74", "hlc_rifle_akm", "hlc_rifle_aks74", "hlc_rifle_aks74u", "hlc_rifle_vendimus", "hlc_rifle_RU5562", "hlc_rifle_RU556", "hlc_rifle_auga3_b", "hlc_rifle_auga3_bl", "hlc_rifle_auga3", "hlc_rifle_bcmjack", "hlc_rifle_Bushmaster300", "hlc_rifle_M4a1carryhandle", "hlc_rifle_FAL5061Rail", "hlc_rifle_hk51", "hlc_rifle_G36C", "hlc_rifle_hk53", "hlc_rifle_416D10_ptato", "hlc_rifle_416D10_RAHG", "hlc_rifle_416D10_geissele", "hlc_rifle_416D145_wdl", "hlc_rifle_416D145_tan", "hlc_rifle_SAMR", "hlc_rifle_samr2", "hlc_rifle_M14_Rail", "hlc_rifle_RK62", "hlc_rifle_m14sopmod", "hlc_rifle_slr107u", "hlc_rifle_BAB", "hlc_rifle_416C", //Light Machine Guns "hlc_rifle_rpk", "hlc_rifle_rpk74n", "hlc_lmg_MG3", "hlc_lmg_MG42", "hlc_lmg_m60", //SMG "hlc_smg_mp510", "hlc_smg_mp5a3", "hlc_smg_mp5k_PDW", "hlc_smg_MP5N", //Sniper Rifleman "hlc_rifle_M1903A1", "hlc_rifle_M1903A1OMR", //Shotgun "hlc_rifle_saiga12k" ]; [_this,_weapon1,_mag1] call BIS_fnc_addWeapon; sleep 2; //pistols private _weapon2 = selectRandom ["hlc_Pistol_M11","hlc_pistol_Mk25","hlc_pistol_P226WestGerman","hlc_Pistol_P228","hlc_Pistol_M11A1","hlc_Pistol_M11A1D","hlc_pistol_Mk25D","hlc_Pistol_mk25RX","hlc_pistol_Mk25TR","hlc_pistol_P226US","hlc_pistol_P226R","hlc_pistol_P226R_Combat","hlc_pistol_P226R_357Combat","hlc_pistol_P226R_40Combat","hlc_pistol_P226R_Elite","hlc_pistol_P226R_357Elite","hlc_pistol_P226R_40Elite","hlc_pistol_P226R_40Enox","hlc_pistol_P226R_Stainless","hlc_pistol_P226R_357","hlc_pistol_P226R_40","hlc_pistol_P229R","hlc_pistol_P229R_Combat","hlc_pistol_P229R_357Combat","hlc_pistol_P229R_40Combat","hlc_pistol_P229R_40Enox","hlc_pistol_P229R_357Stainless","hlc_pistol_P229R_357","hlc_pistol_P229R_40","hlc_pistol_P229R_Elite","hlc_pistol_P229R_357Elite","hlc_pistol_P229R_40Elite","hlc_pistol_P239","hlc_pistol_P239_357","hlc_pistol_P239_40"]; [_this,_weapon2,_mag2] call BIS_fnc_addWeapon; Share this post Link to post Share on other sites
HazJ 1288 Posted November 23, 2018 It helps if you use code tags. Also, it won't work for AI as you have: _this = player; Change it to: params ["_unit"]; // Change all: _this // To: _unit // Pass argument to script/function [player] 0 = [this] // Eden Editor // You will need to adjust accordingly in AI script Might be useful too: Share this post Link to post Share on other sites
Casio91Fin 31 Posted November 24, 2018 @HazJ I tried the script but somehow did not work at all. I'll try it again, at some point. Fortunately, there are many scripts of this type. It was great that you posted this website. That helped the future. Share this post Link to post Share on other sites
HazJ 1288 Posted November 24, 2018 How does it not work? Or is it you doing it wrong? Any errors? I shall test this evening to be sure but looks okay to me. Make sure to declare function and pass argument to it. Share this post Link to post Share on other sites
Casio91Fin 31 Posted November 24, 2018 I may do something wrong, I will try my best to find out where I do wrong. (at this minute) Share this post Link to post Share on other sites
HazJ 1288 Posted November 25, 2018 Or... Show me code / info so I can help you better. Share this post Link to post Share on other sites
pierremgi 4736 Posted November 25, 2018 When do you want that? for what units? player's group, player's side? We guess it's MP, but try to explain what you want, when. You need code, we need to understand the purpose. Example: In editor, you can select all units you want and right click for editing loadout. Then you have all these units similar, by this simple selection. If you need something evolving and scripted, it's possible. Just say what/when/for who you want that. Share this post Link to post Share on other sites